Editing
Warhammer 40,000/6th Edition Tactics/Orks
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Transports=== *'''Trukks:''' Available to Dedicated Transport either to Ork Boy mobs numbering at most 12, Nob squads, or Meganob squads numbering at most 6, the Wartrukk is a mixed bag. **On one hand, it's a Fast, open-topped vehicle, and can provide your Orks with an amazing assault range. However, the Trukk is very fragile (AV 10, Open-topped, 3 HP), and regular Ork Boyz in Wartrukks are not adept at dealing with enemies in assault, save those who shouldn't be in assault anyway. While they can mess up Tau, or Tactical Marines, the moment they charge into a unit of Grey Hunters, the results aren't pretty. Finally, because of the Ramshackle Rule, should your vehicle be destroyed, there's a very high chance that the Trukk would not become cover for your Orks, leaving them bunched up and vulnerable to anti-infantry templates. Thus, if one were to take Trukk Mobs, they would have to act in support of heavier units. **When running them, the closest thing to a mandatory upgrade for them would be the Reinforced Ram. The insurance against being bogged down in difficult terrain, as well as the ability to alternatively use your Trukk as a Fast tank-shocker. It is highly recommended you do not try ramming other vehicles, you're going to get S8 at the max distance (18") and the recoil damage is likely to cause the Trukk to crumple like a tin-can. Depending on the point-level, you may be able to take a Rokkit Launcha for your Trukk; while unlikely to make much difference, Orks need all the anti-tank they can get. Armor Plates prevent the terrible fate of the Trukk not moving Boyz forward. Aside from this, upgrade at your own risk. Grot Riggers are not too useful as vehicle repair is done in the shooting phase, an Immobilized Trukk might as well be a dead Trukk, unless it has 2 HP left or you like bunkers. When choosing upgrades, it's often better to get more vanilla Trukks than a few "super"-Trukks. *'''Battlewagons:''' One thing most armies should have is some way to reliably deal with heavy armor, especially of the Land Raider variety. Marines and Guard get Meltaguns and Lascannons. Eldar get Lances. Tau get Meltaguns and Railguns. Tyranids get Zoanthroapes (and the Tyrannofex to a lesser extent). Orks get the Battlewagon. Costing 90 points, you start off with a chassis, and no gun. From there, you have several options: **'''Weapons:''' You can purchase quite a few guns to place on your Wagon, with most of them being partially [[overcosted]]; taking the full compliment of Rokkits and a Kannon for example would leave you with an open-topped transport which cost 140 points, yet would require Combat Speed to Snap Fire it all. Considering the role of a Battlewagon is either to transport units into melee, or serve as a Deffrolla, having to go slow is counterproductive. A general rule of thumb is to take two Big Shootas, if only to prevent '''Weapon Destroyed''' results from becoming '''Immobilized''' results. Should you wish to do a shootier wagon, it doesn't hurt to add a Kannon though; the Frag Round provides Small Blast goodness, and Kraks can be Snap Fired. The '''Zzap Gun''' is potentially the most powerful weapon available, but is also the most unreliable. Still, it can be Snap Fired and rolling a 10 or higher for its Strength is surprisingly easy. The '''Lobba''' is useless; the Barrage feature won't help unless you park it in cover, and in that case you may as well buy some Big Gunz instead. The '''Killkannon''' doesn't take up a Big Gunz slot (so you can take a Kannon/Zzap Gunin addition to it) and provides a nasty S7 AP3 Large Blast, but it is very expensive (60 points?!), short-ranged at 24", and reduces the Battlewagon's transport capacity from 20 to 12 (it's also Ordnance and Wagons are not [[Leman_Russ_Battle_Tank|Russes]]). It's a pretty big drawback if you want to get a lot of Boyz from Point A to Point B, and few people take it unless they like their Battlewagons mimicking Vindicators. **'''Demolition Equipment:''' The '''Deffrolla''' is effectively mandatory for a Wagon, as the amount of damage it can inflict on a vehicle (or even multiple vehicles should they be next to each other) will do a lot to dictate the enemy deployment and movement. Is the Battlewagon transporting a unit with a hidden Power Klaw? If so, the '''Boarding Plank''' is a bargain item; even should a Deffrolla-equipped Battlewagon fail to neutralize a vehicle, chances are high it will Penetrate, and being able to send additional Strength 9 hits from the comfort of a wagon is rather handy. The '''Grabbin' Klaw''' is nice but unnecessary, while the '''Wreckin' Ball''' is a bit [[overcosted]], especially if you took a Deffrolla, <s>though due to their rules wording, they provide a surprising source of semi-reliable anti-air in the new edition </s>(according to the latest errata, wreckin balls, grabbin klaws, and boarding planks can't affect zooming fliers). In short, Battlewagons can chew up fiddly gits right 'n proppa, but do dere best when krumpin' 'ard targits. **'''Mobility:''' Both the Red Paint Job and Grot Riggers are nice, assuming you can squeeze the points in. The Red Paint Job is especially handy for Wagons transporting Shoota or Burna Boyz, for by moving 7", (the Wagon still counts as moving at Combat Speed), while still allowing the passengers to fire at full effect. **'''Other stuff:''' '''Stikkbomb Chukkas''' are amazing as of 6th Edition, giving Orks assaulting out of the Wagon Frag Grenades, which now go boom. The '''Reinforced Ram''' prevents one from taking a Deffrolla. The''' 'Ard Case''' is a hit-or-miss item; for ones carrying Grots/a KFF Mek as a cheap scoring upgrade, it's handy to have; for ones carrying large assault units, it's counterproductive.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information